12's my favourite tbh. I suppose you can argue there's little depth to character but I would take that over the outright annoying-ness of, well, the majority of characters from other series. Tidus' whining and daddy issues, Rikkus general oddness, Wakkas blatant racism, Snow's hewn from an 80s American action film persona, Hope's... all of him, Sazh's being the token black guy claim to fame.
When it comes to the story on 12 though, I don't see how it can be argued not to be good. It keeps you guessing through-out if the chief antagonist is truly bad, sending you many mixed messages. The answer only really comes certifiably towards the end. The whole game feels like it's set to a clock as you must complete your task before there is war between the two two massive sides, the story set primarily in the middle of where this conflict would take place. This sets urgency and a driving feel towards each affirmative action you take trying to avoid the outcome of war. It's what mitigates the apparent lack of depth for characters, although I wouldn't consider it a lack of depth, more a lack of personality. Basch, Ashe, Penelo, Vaan are all frankly a bit bland, but the duo of Balthier and Fran counter-act that, as does, like I said, the grand driving story.
The battle system is also something I've never understood people to criticize. It's a perfectly weighted system. Gambits allow that you may be as active or as inactive as you wish to be during a battle. You can decide every move or walk away and leave the pad. Doing so, though, would mean lots of time spent trying to figure out your tactics, adjusting your gambits for different types of enemies. Either way you have to put hard graft in to get out a good result. There's plenty of situations where you can't just select attack continually hoping to beat out a victory before the enemy narrowly manages to sqaush you. Add to that the massively vast amount of spells and techniques and you have a great pallet from which to draw and experiement. Then you can add to that the cool aspect of quickenings. There's only really two valid criticisms I can see for the FF12 fighting system:
It's overcomplicated. - But as I said, not really an issue. You can make it as easy or as complicated as you want, dictate the pace, introduce as many or as few techniques as you wish.
It's not traditional. - Which is fine if you just don't like it simply because it doesn't follow the traditional turn-based system. But if you want to use that to claim that it's bad? Nah, truth be told, it's better. In fact, the moment you press x, it effectively becomes turn-based anyway.
Visually it was a massive improvement over the last release, although that was some time previous. Some of the cut-scenes don't look out of place side-by-side with current graphics, including the amazing 15 minute opening video.
What really draws me in to the game, though, is the massively non-linear approach to play. Not only do you not have to go where they want you to go, you can end up going somewhere that your level dictates you weren't supposed to go until much later in the game, increasing anticipation for when that is no longer the case. The sheer amount of different creatures is positively mouth-watering also. As if all the creatures that you encountered normally weren't enough, there is marks (creatures petitioned to be hunted, epicly better than that 13 mark system where most of the monster hang around one big field), rare game (80 creatures which require certain fulfilments to be completed before they will appear to you), you have bosses, optional bosses, and even espers (summons, aeons, whichever you prefer). On top of that, you have to beat a certain number of all non-boss/esper/mark creatures for you to be able to find out more information about then and possible loot they hold which can be sold and combined to make cool things.
The loot is something else altogether which I loved. Not only do creatures drop loot, not only can that loot be a range of different things for each monster with the added element of whether you stole it or simply captured upon defeating a creature, with more rare loot being more valuable and creatures being able to drop anything from a pebble to rare armour or weapons to restorative or damage-dealing items, not only can you sell this loot for money to buy more useful things, not only can you acquire certain items by selling a certain amount of different types of loot, but in some cases for some items, the only means by which you may gain them is to get many pieces of rare loot from different rare monsters and sell them.
As for the things I don't like about the game... the similar sprites for different genus of monsters annoys me. The way in which the -nir or horse-like creatures, for example, will be adapted from one area to another is by simply changing the design slightly. That's it. They will have the same mannerisms, the same fighting style. I think it would be better if each creature was more individual, even separate from other monsters of the same genus. The only other way I would improve the game would just be to have more of everything, more items, more loot.
I can understand how you would not like 12 if you are a traditionalist and don't enjoy the newer fighting system or if you prefer the more child-friendly stories and characters, I can understand if you don't like it because you have a short attention span and lack the will to grind through areas for hours to learn the next point of the story, but I don't honestly know how anybody can think the game was anything less than very good. It offered so much, if it was lacking in one aspect, there was ten other by which it prevailed triumphantly. I've played through Final Fantasy since X up to and including XIII-2 and honestly I don't think any of the other games are in the same league, and I haven't even covered the licences system yet.
Ten is great, I enjoyed playing every minute of it, but once again a bit too linear, the characters put me off a bit, and it fails in pure depth of game-play in comparison. And it's not as if every character in that was exactly riveting, Yuna, Lulu, Auron were all truth be told, balls on the table dull. I won't even mention X-2 and for my sentiments on 13 onward, although I completed both games:
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The terminology in 13 itself is annoying and confusing enough. Took me hours of game-time to completely determine what each -'cie actually was. I actually don't dislike the fighting system in 13 but it's one of few things I don't dislike. The only aspect I disagree with is that unlike in previous installments, 13 is the first game where you can't reduce fighting to basic game play. In X you can attack on an individual basis, as you can in 12, in 13 no matter how you manage your own paradigms, you will only be controlling one character and although you can set roles for their characters, you can't control exactly what they do. Not having full control over how I want to fight my own battles is frustrating. 13 is awesome scenery culminating in a very average story, unrelated characters and an all-round underwhelming game.
Yeah. So. Yeah.